SWORDY - kor
Hey everyone.

We have released the 0.5.0 update to the beta branch on Steam!

It would be awesome if anyone would try it out and give us feedback.
Definitely let us know if you run into any bugs.

Join the SWORDY Discord! Group chat with devs and fans, faster replies (mobile notifications!), sneak peaks!

New weapons!
Falchion! Battle Axe! Kanabo! Cleaver! Hatchet!

White peak storm winds
Environmental wind storms are now in the White Peak arena that increase in frequency and for longer toward the end of a match. The red flags indicate incoming winds and their direction, shelter zones behind the pillars are safe zones.

Keyboard / Mouse
Keyboard and mouse input is now fully supported. You no longer need a gamepad to play Swordy! A keyboard/mouse player can of course join in with other gamepad players too.

Steam Controller
Full Steam Controller support is in and working for Valve Steam Controllers along with Xbox gamepad and PS4 gamepad as Steam Controllers (option in Steam Big Picture Mode).

The Steam Controller, Gamepads and Keyboard/mouse all seamlessly work together, both for multiplayer but also if your gamepad dies (for example) you can instantly pick things up on a different device.

Menu and UI update
The System Menu has been restructured a bit to better split options and settings up as they have grown a bit since release. All text in the game has also been replaced with sharper "Signed Distance Field Text Rendering". All UI input prompts/hints dynamically change based on what devices are connected.

To test you just need to switch over to the ~experimental~ "beta" branch on Steam.
Instructions below:

To change branch on Steam:
  1. Go to your LIBRARY.
  2. Find and right click on SWORDY.
  3. Left click on "Properties".
  4. In the "Properties" pop-up window: left click on the "BETAS" tab.
  5. In the dropdown select the "beta" branch.
  6. Left click the "CLOSE" button to close the "Properties" window.
Steam will then update Swordy automatically.

Keyboard / Mouse Controls:
  • Aim - mouse movement.
  • Move - WASD.
  • Left action - left click.
  • Right action - right click.
  • Pickup/drop - Q and E.
  • Force pickup (for dual wielding) - CTRL.
  • Dash - shift.
  • Jump - space.
  • Interact - F.
  • Cancel - C.
  • System menu - backspace.
  • Pause menu - tab.

Updates:

2017-07-23 - 0.5.0a40:
  • Fixed bug where battle axe prefab was not assigned for dispensers - thanks @Pieisnotpi!
  • Fixed bug with armour dispenser creating an armour set on level exit.
  • Optimised armour and weapon dispensers.
  • Deathmatch arena scenes cleaned up.
  • Minor fixes to text formatting in "How to Play" section.
  • Minor fix to Steam Controller bumper textures.
  • Set end of match option buttons to black to fixed readability - thanks @Majeflyer!

2017-07-26 - 0.5.0a41:
  • Fixed bug where Pause Menu > Restart would not correctly reset connected device icons.
  • Fixed bug with keyboard/mouse device disconect on Pause Menu > Restart.
  • Improved resetting of mouse aim visual when Keyboard/Mouse player is reconnected.
  • Fixed bug with alignment of mouse aim visual for resolutions other than 1920x1080.

Frogshark
Apr 17
SWORDY - kor


Above - SWORDY at Chromacon 2017. Photo by Shovik Nandi

Still alive!
Sorry for the delay for update 0.5.0 everyone.

Had a crazy few weeks of changes which has slowed down Swordy progress a bit. Alexey has moved on to a full time teaching job and we have all moved out of the old Frogshark HQ! Danny is now living and working from Sydney Australia and I am still in Auckland New Zealand.

Danny and I are now back up to speed and completing the next update, just final few things left to finish it off. Really appreciate all the feedback on the new input modules - thanks again!

After 0.5.0 we are planning to get back into expanding the single player / co-op - can't wait!

We also participated in a New Zealand indie arts festival called Chromacon this previous weekend. It went really well! Was awesome meet people and to catch up with and see all the NZ game developers and artists - along with Moppin of Downwell and Bobby Chiu, Kei Acedera‏ of Imaginism Studios.




Don't forget to join the Swordy Discord server!

Hamish
SWORDY - kor
Full Steam Controller support is ready for testing and feedback!

Steam Controller(s), Gamepad(s) and Keyboard/mouse controls all seamlessly work together - both for multiplayer but also if your gamepad dies (for example), you can instantly pick things up on a different device. We still have the eight player limit in place for practically reasons.

The cool thing with the current official default settings is that picking-up-as-a-dual-wielded-weapon has dedicated input buttons for each hand with the left and right grip buttons. This makes dual wielding weapons a lot simplier without any sacrifice and means you don't have to take your hands off of aiming while doing so.

There is still further work to be done to complete kb/m, Steam Controller and finalize gamepad support. Most of this work is to do with UI (dynamically showing the correct input hints based on players' device(s)), updating the how to play section, adding appropriate settings, improving the menus etc.

It would be awesome if anyone would try it out and let us know what you think!

By the way join the SWORDY Discord! Group chat with devs and fans, faster replies (mobile notifications!), sneak peaks!

To test you just need to switch over to the ~experimental~ "beta" branch on Steam.
Instructions below:

To change branch on Steam:
  1. Go to your LIBRARY.
  2. Find and right click on SWORDY.
  3. Left click on "Properties".
  4. In the "Properties" pop-up window: left click on the "BETAS" tab.
  5. In the dropdown select the "beta" branch.
  6. Left click the "CLOSE" button to close the "Properties" window.
Steam will then update Swordy automatically.

Feedback
  • What feels good?
  • What feels bad?
  • Do you prefer touchpad for movement or joystick?
  • Do you like the dedicated dual wield pickup inputs for grip buttons, or prefer sprint/jump or other mapping option(s)?
  • Any suggested improvements?

Known Issues
  • Can't set right trigger hard pull to "mouse click" the same as left trigger in the Steam Controller config system. I do not understand. Even tried manually modifying the config.
  • If you have set Steam Big Picture to treat XInput devices as Steam Controllers; SWORDY will currently only recognise one. This is due to Steam returning the same controller ID for every XInput device, I'll need to create a work around for this. In the meantime, it'll use InControl for XInput if you disable XInput devices in the Steam Big Picture controller settings.
  • In-game tutorials/pop-ups/signs currently display input(s) for Xbox gamepads instead inputs appropriate to device(s) currently in use.

Updates

2017-03-06:
  • Fixed bug causing characters to not respawn in Deathmatch - also was causing the match not to end - bug was only present on beta branch.
  • Fixed "Add Bot" / "Remove Bot" button input not setup on as action for Steam Controller.
  • Fixed "Keep Input API" incorrect text layout on 4:3 screen aspect.
  • Fixed game version text overlapping how to play text.
2017-03-09:
  • Fixed Steam Controller bindings - all inputs working!
  • Improved System menu.
  • Added keyboard/mouse player enabled setting.
  • Added mouse sensitivity setting
  • Added mouse UI transparency setting.

Also: the issue with only one XInput gamepad accepted as a Steam Controller through the Steam Controller API (due to the same ID return for all) is resolved in the latest Steam client beta!

2017-03-09:
  • Fixed mouse not showing in map screen.
  • Improved mouse UI and cursor handling.
  • Fixed bug where on second return to map, gamemode navigation broke - bug was only present on beta branch.
Frogshark <3
Community Announcements - kor
Version 0.4.1
EA Release - version 4 - patch 1
2017-02-24
  • Fixed bug so damage disabled in camp.
  • Fixed bug where respawning in camp was not working.
  • Fixed bug with character pooling system keeping objects around.
  • Fixed bug with character look direction and velocity prediction objects not being removed.
  • Fixed bug where characters falling out of bounds would not be removed.
  • Improved gamemode arena selection memory when switching modes - @Majeflyer.
Hey everyone!

This is a patch for some minor bugs in version 0.4.0. These fixes should bring minor performance improvements - particularly for longer matches, or matches with many players.

Discord
We've created a Discord server for Swordy updates / support / bugs / chatting with us. I've found Steam notifications not great for urgent communication. Discord seems to be quite awesome, popular, and there is also a mobile app that sends message notifications so I'll get proper notifications if anyone needs help! We'll test it out, all going well I imagine it will replace the existing forum. Please join!

All of our work lately is going into version 0.5.0.

0.5.0 sneak peek:

Keyboard / Mouse
Keyboard and mouse input support is up in the beta branch for testing. Thanks for all the feedback so far. All feedback so far has been positive. We are still interested in further feedback if anyone has more, or new people are willing to give it a go. The Discord server will be useful here - its awesome that people are adding me on Steam to give feedback (feel free to), but having discussions take place where the other devs can see too would help.

Steam Controller
Full Steam Controller support is basically ready to push to the beta branch also. I am just waiting for advice from Valve on an issue where I cannot update the public-official-default-Steam-Controller-config for some reason. Steam Controller, Gamepads and Keyboard/mouse all seamlessly work together, both for multiplayer but also if your gamepad dies (for example), you can instantly pick things up on a different device. We still have the eight player limit in place for practically reasons.

There is still further work to be done to complete kb/m, Steam Controller and finalize gamepad support. Most of this work is to do with UI (showing correct input hints based on player's device), updating the how to play section, adding appropriate settings etc. Also minor fixes to menu interactions.

White peak storm winds
We are doing an iteration on the existing White Peak mountain arena to add environmental storm winds as an occasional murderous hazard. This is definitely our intent for new arenas (and improving the existing ones) to be more dynamic and interesting.

New weapons!
There are a bunch of new weapons coming and iteration on an existing one. We are not ready to announce which/what quite yet.

Stay tuned!

<3 Frogshark
SWORDY - kor
Hey everyone!

I have pushed ~experimental~ keyboard and mouse controls to the Swordy "beta" branch.

This will allow people without gamepads to play! Of course a kb+m player can also join in with gamepad players.

It would be awesome if anyone would try it out and give us feedback!

We went through a few iterations to get the mouse aiming to feel right. Quite happy with the current state focusing more on mouse intentions / directions than the exact mouse position - sort of mimicking a joystick.

Mostly looking for feedback on:
  • How mouse aiming + mouse UI feels.
  • What you like about it.
  • What you do not like about it.
  • Anything you feel is missing or broken.

To change branch on Steam:
  1. Go to your LIBRARY.
  2. Find and right click on SWORDY.
  3. Left click on "Properties".
  4. In the "Properties" pop-up window: left click on the "BETAS" tab.
  5. In the dropdown select the "beta" branch.
  6. Left click the "CLOSE" button to close the "Properties" window.
Steam will then update Swordy automatically.

Controls:
  • Aim - mouse movement.
  • Move - WASD.
  • Left action - left click.
  • Right action - right click.
  • Pickup/drop - Q and E.
  • Force pickup (for dual wielding) - CTRL.
  • Dash - shift.
  • Jump - space.
  • Interact - F.
  • Cancel - C.
  • System menu - backspace.
  • Pause menu - tab.

The game should be fully playable with keyboard and mouse, but it's not ready for release yet. We still need to update the in-game signs and "how to" text to include kb+m (and other inputs...) - so refer to the "controls" list above. Settings will be added for mouse sensitivity etc.

Let us know what you think!

Updates:

2017-03-04:
2017-03-06:
  • Fixed bug causing characters to not respawn in Deathmatch - also was causing the match not to end - bug was only present on beta branch.
  • Fixed "Add Bot" / "Remove Bot" button input not setup on as action for Steam Controller.
  • Fixed "Keep Input API" incorrect text layout on 4:3 screen aspect.
  • Fixed game version text overlapping how to play text.
2017-03-09:
  • Fixed Steam Controller bindings - all inputs working!
  • Improved System menu.
  • Added keyboard/mouse player enabled setting.
  • Added mouse sensitivity setting
  • Added mouse UI transparency setting.
2017-03-09:
  • Fixed mouse not showing in map screen.
  • Improved mouse UI and cursor handling.
  • Fixed bug where on second return to map, gamemode navigation broke - bug was only present on beta branch.
Hamish

Community Announcements - kor


Version 0.4.0
EA Release - version 4
2016-12-24
  • Hair styles!
  • Eyebrows!
  • Beards!
  • Added health potions!
  • Improved AI - sense of self preservation.
  • Improved AI - improved targetting.
  • Fixed bug with AI getting stuck in air / on top of each other.
  • Improved Music manager to be "game mode based" tracks.
  • Fixed "SSAO" toggle in settings menu and renamed to "Ambient Occlusion".
  • Added "Screen Space Reflections" toggle to settings menu.
Happy holidays!

Hope everyone is enjoying some time with their friends and family. Good time for local-multiplayer gaming :D

We've added a bit more character and customizability with hair styles, eyebrows and beards on characters. You can play with different options in the Camp level.

Health potions are a thing! Potions spawn occasionally in the Forrest Trial instead of hidden healing.



Enemies will now try to dodge attacks, and try to evade and generally mix things up a bit more.

With the improved AI targeting enemies will aim toward where they think you will be (instead of directly on you) - you can fake 'em out.

We have made internal changes to the Music manager that will help us moving forward with music tracks in missions / connected levels. Previously music was linked to levels.

Steam controller support is in the works too but not quite ready yet. We'll be pushing this to the beta branch soon for feedback.

Enjoy!

As always, let us know what you think!

Frogshark
Community Announcements - kor
Version 0.3.1
EA Release - version 3 - patch 1
2016-12-08
  • Stability improvements - fixed crashes related to events library.
  • Champions mode change: if final players die at the "same" time no point awarded.
  • Improved support for most screen resolutions/ratios (including super wide and portrait*).
  • Added "how to dual wield" signs to Champions armouries.
  • Updated game engine (Unity 5.4.3f1).
  • Fixed black screen bug in results screen related to cleaving.
  • Fixed minor bug with crown on Deathmatch restart from results screen.
  • Fixed minor bug with cleaving during match.
  • Fixed bug with bot count not resetting on restart.
  • Fixed minor bug with Champions Helm trophy.
  • Fixed missing collisions in Camp.
Hey everyone.

Another patch, another day!

The major here is an improvement to stability, helping fix the random crashes that have happened in the past - turned out to be an issue with the events library we used.

We saw moments in Champions mode were two remaining players would kill each other at the same time, it felt a bit unfair to award one of them points (because one died milliseconds before the other) when they are both now dead. We have changed it so that no points will be awarded in this case, and the match continues to the next round.

We also noticed in some "Let's Play" videos in Champions mode, some players would not realize they can dual wield. We have added the "how to dual wield" signs from the Camp into the Champions armouries to help hint at dual wielding.

Through fixing bugs related to screen ratios and ui, we have improved support for non-standard (non-16:9 / 16:10) ratios. Previously the Unity Canvas (UI) was disappearing in portrait ratios, this is fixed. The game is still designed for wide-screen but everything should work. Manual resizing of the window is now enabled. Also Swordy force adds 1080 and 720 resolution options even if not detected as options by Unity (portrait monitors).

Plus the other bugs and fixes mentioned above in the changelog.

As always, let us know what you think!

Frogshark
Community Announcements - kor
https://www.youtube.com/watch?v=xDPLcPuNmpI
WHATS NEW!?

New game mode: CHAMPIONS
Champions mode is designed for customizable competitive combat. It has a "prep phase" where players can select equipment and armour. Rounds are played out until a victor has two points. At the start of each round players are reset to their specified loadouts to keep things even. Champions mode does not yet work with AI, so you currently need two or more people to play!



Improved Character movement and sprinting.
We have made a bunch of improvements surrounding character locomotion. Along with fixing the acceleration/speed calculation we were using we have improved the dash and sprint system and added stamina. A breathing animation and breath effects have been added to help portray character’s stamina state. Added footstep sounds too. Try clicking the left stick (L3) for a quick dash, and try holding down the left stick (L3) while moving for sprint.

Improved item throwing.
We have improved the general item throwing physics and fixed single handed throws. We have also added a homing system for thrown items too. This makes throwing a bit more forgiving and helps bring a bit of the emphasis more toward strategy and player decision than perfect mechanical mastery just to hit.



Music system upgrade.
We have switched over our music system to Elias which allows for much more smooth and dynamic transitions. Camp music changes every time you start the game. Combat music has been improved to respond to in-game events like deaths, killstreaks and overall match progress.

Armour paint color
Watching Let's Play-ers play the missions we saw many of them finding it difficult to keep track of their character when fully armoured. This should help!

Improved camera system.
We have improved the camera system to get in closer where it can, adjusting it’s position and tilt dynamically to fit the action. Due to the new closeness we added new point of view zones to the Camp level that will zoom out the camera to fit points of interest.



Level scale
We have reduced the size of the arenas - helping keep the camera and combat close, clear and tense.

Decreased combat speed
We have also slightly decreased the overall game speed. We are really liking this as it gives you a bit more time to see what it going on and react to incoming attacks. It makes combat more clear.



Other stuff
Footstep sounds
Weapon dispensers
Character voices and speech bubbles.



FULL CHANGELOG

Version 0.3.0
EA Release - version 3
2016-11-29
  • Added new game mode: CHAMPIONS!
  • Added armour paint color.
  • Added homing system for thrown weapons.
  • Added character voices and speech bubble system.
  • Added weapon and armour dispensers.
  • Added character stamina.
  • Added dynamic music system using Elias.
  • Added character breathing sounds and particles.
  • Added point of interest zones to Camp.
  • Added footstep sounds.
  • Improved throw physics.
  • Improved visibility for soul.
  • Improved character movement.
  • Improved soundtrack.
  • Improved dash and sprint system.
  • Improved fire effects.
  • Improved camera system.
  • Improved pause menu icons.
  • Improved character color picker sound effects.
  • Improved blood splatters.
  • Reduced spear attack speed.
  • Reduced arena scale.
  • Reduced combat speed.
  • Fixed collision bugs in the Camp.
  • Fixed bug with camp not spawning existing players properly.
  • Fixed so there is no pause menu in map.
  • Fixed bug with crown ignoring damage.
  • Fixed so that weather audio stops on match reset.
  • Fixed bug with weather not updating correctly.
  • Fixed spawn sound effect not working.
  • Fixed bug causing Last Man Standing mode to not complete.
  • Fixed single handed item throwing.
  • Fixed saved weapons spawning inside of each other.
  • Fixed bug with spawn platform spawn animation continuing after exit.
  • Fixed White Peak arena blood splatters not displaying.
As always, let us know what you think!

Frogshark
Community Announcements - kor
Hey everyone!

We have uploaded a "beta" version of Swordy's next major update (0.3.0) to the beta branch on Steam.

It would be fantastic if you could help us out by playing it and letting us know what you think of the new features so we can make fixes and changes before the proper update.

To change branch on Steam:
  1. Go to your LIBRARY.
  2. Find and right click on Swordy.
  3. Left click on "Properties".
  4. In the "Properties" pop-up window: left click on the "BETAS" tab.
  5. In the dropdown select the "beta" branch.
  6. Left click the "CLOSE" button to close the "Properties" window.
Steam will then update Swordy automatically.



WHATS NEW!?

New game mode: CHAMPIONS
Champions mode is designed for customizable competitive combat. It has a "prep phase" where players can select equipment and armour. Rounds are played out until a victor has two points. At the start of each round players are reset to their specified loadouts to keep things even. Champions mode does not yet work with AI, so you currently need two or more people to play!

Improved dash and sprint system with stamina.
Try clicking, and try holding down the left stick (L3) while moving.

Music system upgrade in progress.
We have switched over our music system to Elias which allows for much more smooth and dynamic transitions.

Armour paint color
Watching Let's Play-ers play the missions we saw many of them finding it difficult to keep track of their character when fully armoured. This should help!

Improved camera system in progress.
We are in progress of improving Swordy's camera system to be a bit more dynamic and get in closer when it can. There are still a few issues to iron out (twisting zoom in currently) but we are keen to hear what you think so far.

Level scale
We are testing reducing the size of arenas - again helping keep the camera and combat close, clear and tense.

Decreased combat speed
We are testing out a slight decrease in game speed. We are really liking this as it gives you a bit more time to see what it going on and react to incoming attacks. It makes combat more clear.

Other stuff
Footstep sounds
Weapon dispensers
Character voices

Disclaimer: Expect bugs if you venture into the beta branch.
Current known issues are a glitch with the spawn platform point aura effect in Last man standing mode, and the weird twist on the initial camera zoom ins. We will get them fixed and will be updating this branch. If you find any others we want to know all about em!

Let us know what you think!

The Frogshark team.
Community Announcements - kor
Version 0.2.2
EA Release - version 2 - patch 2
2016-11-15
  • Fixed bug with with initialization of our Input management library after the addition of the optional DirectInput (8 player support) mode.
Hey everyone!

Just another quick patch update fixing up a bug submitted by players.

Three players had issues with the game not running due to Swordy's input manager initialization changes from making DirectInput / XInput switchable. We couldn't reproduce to problem on our machines but have it fixed now with help from those affected (thanks again!).

We are still hard at work on the next major update. We'll post an announcement soon when we are ready for pre-release feedback on it!

The Frogshark team.
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